RimWorld

RimWorld

TMaterials - Glass
157 Comments
Dizzy Ioeuy 27 Aug @ 2:08pm 
@test If you set it up so it works graphically like a vent or door- I mean like not a connected graphic like how walls do it, I can do the graphic for you.
Dizzy Ioeuy 24 Aug @ 12:27pm 
@test It DOES work with NWN Fog of war. at least it does for me.
test  [author] 24 Aug @ 7:17am 
@Dizzy Ioeuy that could be a good structure mod, I'm too bad at graphics to do it tho
test  [author] 24 Aug @ 7:16am 
@Eclipse

- real fog of war - no (at least not on my end, this is an XML-only mod)

- Rebuild doors and corners - yes, merges two glasses if you have ReplaceLib https://gtm.steamproxy.vip/workshop/filedetails/?id=3417393194

- Open the windows - according to the description they are made out of metal, but if Glass+Lights is installed, they are made out of Glass+Lights glass. So if you load TMaterials after both, glass from Glass+Lights is replaced by Tmaterial glass, and Open the window will also use tmaterial glass. Without Glass+Lights they will be made out of metal
test  [author] 24 Aug @ 7:06am 
@LZIM if I am not mistaken the heavy pawn thing is from vanilla traits expanded, then glass should behave like any other metallic material unless they explicitly coded something about it
Eclipse 24 Aug @ 4:05am 
Is it compatible with real fog of war?
Rebuild doors and corners?
Open the windows?
LZIM 21 Aug @ 10:45am 
Silly question, when a heavy pawn sits on and breaks furniture they end up hurting themselves. Does the same occur for pawns near glass items that break?
Dizzy Ioeuy 18 Aug @ 6:01pm 
This mod is pretty great. I just wish you had a "window" structure- not looking to open or close it or anything, just so that it looked more like a window and not an entire wall. Basically same stats as the glass walls just not appearing to be the ENTIRE wall
kifo 5 Aug @ 11:29am 
Thank you!! Yes I placed Dubs Skylights Glass+Light Patch after the Addon R:DC patch and before Tmaterials and it worked. Thanks for the tip. I found out whats the problem with the 2nd error, a conflict with JPT Open the Windows mod.
test  [author] 5 Aug @ 11:03am 
@kifo thanks, fixed.

By the way I also tried adding Dubs Skylights Glass+Light Patch and it loaded with no errors as well. Maybe its a loading order issue, for example you had Dubs Skylights Addon R:DC Patch before both Dubs Skylights Addon and ReBuild: Doors and Corners
kifo 5 Aug @ 10:31am 
Yes the 2nd error was due to another patch mod Dubs Skylights Glass+Light Patch. I removed that and the 2nd error went away. But I still have the 1st error. You can see the full log here. TMaterials is last mod to load. https://gist.github.com/HugsLibRecordKeeper/27a8758c8b15d2b70cd45887dfb3b499
test  [author] 5 Aug @ 9:29am 
@kifo make sure TMaterials is loaded after both ReBuild and ReplaceLib, it should do that on auto-sort. The error without ReplaceLib seems to be unrelated, my patches do not remove those, also I didn't get any errors with all mods enabled, including Dubs Skylights Addon R:DC Patch, so maybe its some other patch mod?
kifo 5 Aug @ 9:07am 
With ReplaceLib installed, there are more errors. Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassChunks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassBlocks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassChunks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassBlocks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassTempered (wanter=recipes)
test  [author] 5 Aug @ 6:23am 
@AcetheSuperVillain @Reprogrammed Automaton

Added compatibility with Rebuild doors and corners. It will be enabled if you have ReplaceLib https://gtm.steamproxy.vip/workshop/filedetails/?id=3417393194 installed.

It replaces their glass with mine (because the other way it stops being a material), but I changed it to use their texture cause its better. And my recipes get replaced with their recipes
test  [author] 5 Aug @ 5:00am 
@kifo thanks for the report, this is from "Medieval glass" option, it was causing errors when research was also disabled, the new update fixes this. Btw that option is off by default unless you have a mod which removes all content above medieval
test  [author] 5 Aug @ 4:56am 
@Dizzy louey thanks for the reports, all errors have been fixed. I haven't patched Real fog of War, so maybe it was coded on their end
Dizzy Ioeuy 4 Aug @ 3:43pm 
I thought this mod interacted with Real fog of War continued- as in v1.5 I swear i remember this but now it seems the transparency is not compatible with actually seeing through the wall.
Dizzy Ioeuy 4 Aug @ 10:45am 
There's an option in the mod to allow glass tech at medieval stagr. For some reason your option is erroring.

There are other buggy options things occuring with this mod, don't know why.

Just click yours off
kifo 4 Aug @ 5:46am 
It is tring to patch some medieval glass? I am not running any medieval mods.
[TMaterials - Glass - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ResearchProjectDef[defName="TMaterials_GlassAdvanced"]/description"): Failed to find a node with the given xpath
XmlExtensions.OptionalPatch(key='TMaterials_GlassMedieval', defaultValue='false'): Error in <caseTrue> in the operation at position=9
Verse.PatchOperationFindMod(Medieval - Vanilla): Error in <nomatch>
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2845463213\1.6\XMLExtensions\Patches\TMaterialsGlass_Patches.xml
Reprogrammed Automaton 3 Aug @ 1:09pm 
I would like to second the request for rebuild compatibility.
Dizzy Ioeuy 3 Aug @ 12:42pm 
Just a small fyi: Turning OFF glass floors (regular) in the options introduces a lot of stange red errors upon next game start.
AcetheSuperVillain 3 Aug @ 1:57am 
can there be compatibility with Rebuild: Doors & Corners? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3262718980
Vulkandrache 3 Aug @ 1:03am 
Transparent Aluminium when?
test  [author] 3 Aug @ 12:46am 
@Dizzy Ioeuy thanks for the heads up! I've updated tempered glass to be airtight.
Dizzy Ioeuy 2 Aug @ 3:35pm 
under <stuffProps> the author could add:

<isAirtight>true</isAirtight>

to, for example, just the tempered glass would make sense to me.
Dizzy Ioeuy 2 Aug @ 3:33pm 
@cyborg lord Looking through the XML no the glass in this mod is never airtight no matter which type it is. The field is not included in the XML, so the default is likely not airtight.
тетеря, блин 2 Aug @ 11:38am 
yep, you're right, that one.
test  [author] 2 Aug @ 11:10am 
@тетеря, блин hi, thanks for the log. "Glassworks" and "RB_Make_GlassFromChunks" aren't from this mod, maybe its from ReBuild: Doors and Corners?
тетеря, блин 2 Aug @ 10:59am 
on startup:

Could not resolve cross-reference: No Verse.ResearchProjectDef named Glassworks found to give to Verse.RecipeDef RB_Make_GlassFromChunks
...
Could not resolve cross-reference: No Verse.ResearchProjectDef named Glassworks found to give to Verse.RecipeDef RB_Make_BallisticGlassFromChunks


https://gist.github.com/HugsLibRecordKeeper/ac8a30803fc869dfcdf854dc164b6518
The Cyborg Lord 1 Aug @ 2:03pm 
Is the glass airtight for Odyssey?
kongkim 29 Jul @ 2:06am 
@test Hi just wanner say thx. i got my mod and the alpha to work :)
But it did need some C# and a new graphicClass.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536964873
kongkim 27 Jul @ 5:36am 
Okay thx a lot, will try look at it :)
test  [author] 27 Jul @ 3:15am 
@kongkim I only know XML so no idea about C# ha ha, but I also feel like RGBA(128, 128, 128, 133) which clear glass uses looks very transparent, more than 50%. I did try to go below 128 with XML, but couldn't do it, so C# is probably needed.

Also apparently there is <graphicClass>Transparent</graphicClass> for buildings according to https://ludeon.com/forums/index.php?topic=35267.0 , and this is literally the only place on the internet where that graphicClass is mentioned, so idk if it actually works
kongkim 27 Jul @ 2:12am 
Hi and thx for the good answer :)

But i really need it to be able to go under 128 also.
Maybe it can be done in C# by making a new graphicClass?
test  [author] 27 Jul @ 2:05am 
@kongkim in rimworld, when a pixel is under 128 alpha, for some reason it becomes invisible. Last time I tested that was in 1.4. Also some textures already have transparency, e.g. on edges to make them look smooth, so exactly 128 can look ugly because it seems to multiply transparency in the texture, and already transparent parts may end up below 128 and become invisible and it makes edges look eroded. I used 133 in this mod, which seems to have no artifacts.

I think you can add it to anything with color. For example I also made a transparent genes mod with <skinColorOverride>RGBA(0.5,0.5,0.5,0.71)</skinColorOverride>. For buildings transparency can be added directly to texture png, but I think changing the color in XML would also work.
kongkim 27 Jul @ 12:55am 
Hi @test
I'm looking a bit at your mod how it is done.
Can this be added directly to buildings also?
And you say it does not work well under 128? What happens if you go lower or set it to 0?
test  [author] 19 Jul @ 3:44am 
also I don't know if they are airtight, my best guess is that they are whatever the metal walls are. Maybe I will try to figure this out
test  [author] 19 Jul @ 3:39am 
@bonject I haven't played around with odyssey so I am not sure what is supposed to happen and how to even test it. I just googled and apparently people are arguing even if metal walls are airtight... And I can't seem to find anything else.

Should glass walls be airtight, would that that be balanced?
bonjest 18 Jul @ 4:03pm 
Are they considerd airtight?
test  [author] 18 Jul @ 11:34am 
@Danielle Russell Is Hot. thanks for the report, you probably had "Force compatibility with Glass+lights" enabled, and since you don't have glass+lights it crashed, but I should've added some more checks to prevent that from happening. I have added an extra check now so it should load
Danielle Russell Is Hot. 17 Jul @ 6:03pm 
Not working for me. It won't let me start a new save. I get red errors. https://gist.github.com/HugsLibRecordKeeper/32d4bb332066f7244e96f67dc7af732d
Loyalty Enforcer Guppy 13 Jul @ 4:49pm 
this is perfect if you wanna add checkpoints to your base
connithan 12 Jul @ 7:50pm 
hey! love the mod, thanks for keeping it updated even when you aren't really into it (ive been there). wanted to ask- if you get a chance (and motivation), could you make the glass walls airtight? id love to use them in a gravship :0)
test  [author] 10 Jul @ 11:58am 
@KIT_KATTEN hi, thanks for the suggestion, that sounds like be an easy patch, but I haven't done any modding in too long apart from changing version tag to 1.5 and 1.6 and I don't even remember half of the stuff so I don't feel like adding anything new for now until I get back to modding
test  [author] 10 Jul @ 6:07am 
looks like it works on 1,6 with no changes to the code
1.6 must havee
KIT_KATTEN 7 Jul @ 12:27pm 
could you add compatiblity with doors expanded to have 2x1 and 3x1 glass doors?
ShyGuySpirit 10 Dec, 2024 @ 2:25pm 
I forgot about resource dictionary and I was already subscribed to it. lol. Thanks for the reminder.
test  [author] 10 Dec, 2024 @ 8:22am 
also I don't think it supports Expanded Materials - Stones and Mortars but maybe if you install Soil Relocation Framework and that converts EM sand into SLF sand which is compatible with my mod, but I don't know if SLF supports EM either
test  [author] 10 Dec, 2024 @ 8:18am 
Hi everybody, thanks for the suggestions. I will be honest I havent played rimworld in a year and I am too lazy to update my mods. As far as I know they still work with no issues, and any suggestions are still welcome at least so that other people who read the comments know what isn't supported. For now I suggest resource dictionary https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2817607528 as a remedy for all missing integrations.